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Recent community posts
I think it'd be cool if there were level milestones which have some special effect, such as level 20 rounding out Iris's skills, or level 50 unlocking some sort of powerful or fun ability that isn't particularly necessary for beating the game.
Welp. Thanks for your consideration~
I'll probably check back in for the update, have fun!
:3
Sounds troublesome... 😓
I totally support the paywall; it's a simple reward for a subscription, and the ones most invested in the project would naturally then be the ones to access and play the latest versions, giving the devs useful feedback.. And that's without even considering the finances of development.
I'm sure you guys have made backups and shored up defenses against leaks since then..
When a stranger is rude, try to take it to mind, just not the heart.
In the end, however much of a game developers choose to release for free is up to them.
Since I'm sort of a wanderer with no money, I'll just stop at paywalls; maybe check back in in the future if I think there's a chance there'd be more.. Or maybe when I have money, lol.
I'd say that this much is already more than enough to satisfy my 'craving for a game for free'.
I wonder if a longer demo correlates with more player investment and thus also support.. 🤔
Welp, I'm off to finish playing whatever's left of the demo!
;3
Just wanted to say, the demo crashes about every... 1 hour? Dunno why. Having fun so far! I wish I could play the bartending minigame more. I like money.
Spoilers below; just random thoughts I had.
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3
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Note 1: Why can't Preiya stay at the inn for the night? Tilda is still awake, the door's unlocked, and Preiya took a shift at the bar, too; should probably be good enough to stay the night there. Welp, guess the benches are it. ... I got an achievement for it... Was I supposed to get someone in the Holy Union to 5 hearts before that point? Couldn't find any place to stay through the entire map...
Note 2: Honestly, I feel like this Demo is too long to be a Demo... It feels more like a 'free version', haha! I'm not complaining!
Note 3: Preiya keeps cursing using "The Nine Hells", I bet whatever contract he had was pretty long.. That habit had have come from somewhere!
Note 4: Bless this oracle, didn't think that finding out the past was going to be that easy! May have only been a small bit, but the gist of it would be that Preiya was a great wizard who felt wronged by the gods somehow, and with the help of other wizards and a powerful demon, he's sacrificed everything to get a chance at fighting the gods.. And that demon will wait till the very end to collect the rest of her dues. Plus the past Preiya probably at least killed a bunch of people, or something evil like that. Jeez. ... Preiya should've just been satisfied with the Oracle's good advice. He doesn't need to know his past... Well, he should've figured out the gist of it with all that information, but that's besides the point. It doesn't matter; he's already well on his way to fighting the gods because he'll get into the war with the false angels one way or another.
Note 5: Marcus just needs to cut out the makeup, beef up a bit, and be more straightforward; that's pretty much it... He's definitely strong enough for Helen..
Note 6: I got my wish! I can do more bartending! Wahoo!
Note 7: I dunno if it's intentional, but on the screens of the bartending minigame's finished drinks, where it shows the result of mixing and a pop-up of the name of the drink, clicking with the mouse doesn't close the text box; only the spacebar or Enter closes it.
Note 8: A way to reset addiction to Bertha and Alice would be nice... Perhaps just going to sleep? Currently it seems there's no safe way to 'harvest' the 'special milk'.. The Alchemist may lack a steady supply.. Except in one of the Endings.
Note 9: Hah! As an old Level 50 Lightborn wizard, he's definitely experienced getting dropped from the sky by a harpy before.. Even before his fall of amnesia!
Note 10: This Fairy is awfully confident in eating Preiya... Do Fairies universally have some sort of size-reduction spell they can use to eat much larger animals?
Note 11: Preiya is really bad at Simon Says... But... Er... These Fairies are no joke. Freaking shapeshifting vore-aspect reality benders..
Note 12: Anna is relatively chill for someone who remembers the past Preiya.
Note 13: For the hiding/escape from the camp part, it's really easy to exploit the AI: Hide in a bush, wait till they're near; let them see and aggro, then hide in the bush again; they will run back and forth in the area aggroed, but when Preiya leaves, they will return to normal speed and lose aggro. This means Preiya can purposely let the false angels see him, hide in a bush, then leave as soon as they run past the bush. I remember... Ah, Drain Mansion made their hiding spots such that if the player character was seen by an enemy before hiding, the enemy would still catch the player, since they saw the player hiding in a certain spot. There are also scripted hiding portions... Food for thought.
Note 14: Preiya is crazy... Accepting a mission to go straight back into the enemy camp and stay there just for a house... Eh. He has the player's save files to rely on; it's free real estate. The housing market's crazy, maybe he's got a point..
Note 15: Is there a route back to the false angel camp? Didn't see one; I ended up at the fairy's town.
Note 16: Anna was formerly human? Huh. She was the only one to consider body modifications? Interesting.. I suppose it wasn't considered as much due to the supposed reason for the wars in the first place being based on races.
Note 17: Did Anna just not care that Preiya escaped for a whole day? I suppose that was the time period she gave, but still, she didn't even mention it.
Note 18: Anna wants to become a god? Ehh...
Note 19: I wish the berries and apples would regrow after each day...
Note 20: Athena is so nice.. Worrying about Preiya, explaining the amulet's function, explaining why she doesn't advise just unlocking the amulet and hopping right into another lion's den..
Note 21: I retract that statement.. Partially. I thought there'd be an actual minigame; so I could just beat Athena with enough retries.. But eh, whatever, to the Fairies I go!
Note 22: Pupu is level 99? Jeez.. And just a level 50 was enough to put up a good fight against the beast gods already... But anyways, I wanna feed Pupu! Please!!!! She's the perfect sponsor deity; just feed her money!
Note 23: The Fairy Queen is pretty based. Throw the keys inside, and close off heaven's gates.. That'd be nice. ...But what if one needs the keys to lock the gates? Heh.
Note 24: It's a little late to be asking this, but... Since all the characters constantly eat other people like it's a daily occurrence, how.. Do they keep their population up?
Note 25: Hm, I suppose just feeding Pupu a whole bunch of just any coins won't do.. It should contain some 'meaning' as offerings from her one, singular believer, though.. And Preiya could play cards to get coins used in a 'ritual' as Pupu described.
Note 26: I keep saying Preiya because I don't know if this player character even has a name... I mean, the default is 'Prey", so I tried to turn it into a proper name, and bam, Preiya. I suppose a bonus is that it sounds like 'Player'. So I just kept using it.
Note 27: Pupu nomming everyone's heads is so cute~

wahoo!
:3

A good, simple game.
I would've suggested adding some mirrors or extra symmetrical imagery or something like that before the "Everything - gnihtyrevE" puzzle to really hammer in the idea of what the player is meant to think about.
It's also kinda sad that after all that, the boy didn't escape..
Well, the game's already released, so, eh.
I had fun!
:)
Ah, I see. I may have chosen 4B if I turned up my sound, but it was nighttime for me so I had sound pretty low.
Still, I feel like this ghost wasn't exactly mischievous. I didn't feel any sense of a playful nature in it. Well, guess that's an instinct issue.
Hm... Welp, I guess I'll choose 4B if the ghost reappears. I wonder if John Chapters could just beat the ghost up into mush using Ghost Hands. It seems perfectly capable of interacting with the ghost 'physically', and restraining it easily.
The ghost hunt was really fun! One thing, though: The flashlight effect is made by attaching a darkening box to the cursor, yes? Well... If the cursor goes too far up or down, the box shows, and a bit of the bright environment shows.
I wish he'd use Ghosthands more liberally, though. I thought he said he could control up to 8 no problem? Still, he only used one against the ghost..
Well, I chose 4C; Illusions, but not strong, and not screaming, but not mischievous..
It can't be just a 3 because the player character and Sasha were tricked by an illusion making them split up, but type 5 seems much too strong to have stopped due to the duo regrouping, and be defeated with just one Ghosthand and Purging Torch strike.
It can't be Category A passive, and it didn't show signs of being mischievous. It screamed, but not at all times, and not on approach to building. Thus, A,B, and D are ruled out, leaving C.
So, 4C Ghost. Hope I'm right.
...I want more ghost hunting.
Try this:
https://apple.stackexchange.com/questions/408752/the-message-you-do-not-have-per...
Basically, using Terminal, use these two commands on the application:
sudo chmod -R 755 /path/to/app
sudo xattr -dr com.apple.quarantine /path/to/app
If it doesn't open afterwards, try putting it in the applications folder, and changing permissions to read and write... If that doesn't solve it, idk lol.
Yeah, I mean, why else would some random person casually slide down the clearly evil, dangerous, haunted, anomalous, man-eating slide, to go into the temple and feed.. "them"? They probably only ran at the end because they knew they'd be killed. I'm not sure what other kind of person would release the chains to drop that pulsating lump of flesh in the pit.
"Ride A Slide
Participate In An Ancient Ritual"
Well, I guess they don't have to have prior knowledge of it, but it seems reasonable to me.
Ah, Right. Plus, where'd the struggling person stuck in a bag come from? Maybe the player character was the one who prepared that sacrifice for the ritual, so that they wouldn't be sacrificed on the altar in step 1. Otherwise, it'd be awfully convenient timing.. Though with the space manipulation, it could have been done by the slide on purpose, and the monster was just out hunting and just came back while the player was about to leave the time-skipping slide.
Whatever the case, the Player Character has zero characterization, besides conveniently doing this whole trip with seemingly no preparation or buildup leaving unscathed, and refusing to leave the area before he's done with the ritual. He could just be insanely curious, but.. Well, that or the fact that the player can't leave because of invisible walls isn't part of the story.
I think the game didn't account for me hiding behind the bathroom door unmoving. The objective list says 'survive', and the goal is to not be found, so I think it's perfectly reasonable to find a hiding spot and stay still until the sun comes up.
That said, I've been standing here for ~10 minutes and nothing has happened, so maybe make the monsters eventually autokill, or have the sun rise?
Hm, maybe Ryen could edit it so that the game increases the other encounter's chance based on the previous encounters?
So if it's a 50/50 coin flip between 0 and 1, flipping 0 more than twice will increase the chance of 1 appearing?
Or instead of altering the chance, just guarantee that it will switch the outcome; flipping 0 5 times in a row guarantees the 6th flip will be 1?
Oh, or it could have a quest item you can equip that guarantees a certain outcome?
Possibilities, possibilities...
The combat is a lot smoother now, mostly due to the Wrench's animation!
Here's my current combat knowledge:
The gun has 10 energy, using 2 energy for each shot; that's 5 shots,
1 wrench hit gives 1 gun energy; for 2-hits, gain 1-shot.
The third hit of the wrench generates 2 energy instead of 1!
The Trainee gun only consumes ammo when a shot fired deals damage.
The wrench has 3 animations, doing increasing damage:
6-damage, 7-damage, 9-damage.
1-Energy, 1-Energy, 2-Energy.
I'll call this one cycle.
Attacking with the wrench moves Erin forward.
Note: As long as she's on ground, she won't go off an edge.
If she jumps, then attacks, then she can fall off an edge via attacking movements.
Erin:
Left Click: Phasma Gun: 5 ammo, 7 damage, Short-Medium Range.
Right click: Wrench: 6-7-9 damage, Melee. Regenerates 1 ammo/hit.
W: Jump, Can Double Jump
Space: Jump, Can Double Jump
S: Crouch
S+Space: Fall down a platform
(In Midair)+S+Space: Superfall: Falls straight down at high speed, bypassing all platforms. No Damage Immunity.
Shift: Dash horizontally in current direction. While dashing, Erin has damage immunity.
Notes: Superfall can make Erin fall into spikes. It cannot be canceled.
Ghosts:
Health: 4 hits; Maximum 24 HP
Animation: Once aggroed, eyes glow red and teeth clatter, floating towards target.
Attack Speed: Collision; ~1second between damage ticks. Assume that it's less.
Damage: 3 damage
Range: Collision
Aim: Lock-on to target; Continues to chase Target even when it escapes vision.
Can Be Knocked-Back?: Yes
Movement Speed: Medium
Special: Can float through walls.
Notes: Using the Wrench is good for swarms of these. When they're alone, shooting it once or twice weakens it so that it dies faster and has less time to reach Erin and deal collision damage. Since their only method of attack is collision, backing up or dashing away once helps to defeat them. Though, usually, the Wrench's knockback is enough to keep them away and kill them.
Skull sticks:
Health: 3 hits; Maximum 18 HP
Animation: ~1second charge up, the head will vibrate before spitting out a projectile skull from the mouth area.
Attack Speed: ~1 skull/2 seconds
Damage: 2 damage
Range: Medium; Slightly longer than trainee Phasma gun, by about 1 attack.
Aim: Target's Current Location
Movement Speed: N/A
Can Be Knocked-Back?: Yes
Notes: They have a pretty long charge up, so they can be killed before they get a shot off. Since they aim at Erin's current location, Erin can just jump over them after they shoot or jump before they shoot to make them aim at the ceiling. Alternatively, dash through the attack or go out of range, because these projectiles have a short range limit. Also, they feel like the biggest variable since sometimes it seems they attack faster or a lot slower, though maybe that's because it's hard to tell if it got aggroed. For example, the Bipedal Bear is a huge thing that instantly turns around and moves towards Erin when aggroed, and has a big telegraphed attack animation, so it's easy to tell, and the Ghost's huge eyes light up and its mouth starts biting as it chases Erin, so again, it's easy to tell when it's aggroed... While the Skull just kinda looks at Erin.
Stationary turrets:
Health: 2 hits; Maximum 12 HP
Animation: Instant; small squish when firing. Yellow bullet.
Attack Speed: ~1 bullet/3 seconds
Damage: 3 damage
Range: Infinite?
Aim: Stationary; No Rotation; Vertical or Horizontal.
Can Be Knocked-Back?: No
Movement Speed: N/A
Special: Is always firing.
Notes: Using the gun is worth it when the turrets are midair or when there are other enemies. Otherwise, they can be taken out afterwards to regenerate Energy; they're sitting ducks. Attack right after they shoot. Since they have low hp and static aim, they can easily be killed with a wrench in one double jump: Jump, Attack, Double Jump, Attack. When doing this, beware Erin's attack animation moving her forward into fire of the turret.
Also, the bullet starts within the turret, so standing inside of a horizontal turret is not safe, nor is crouching inside a upwards-facing vertical turret.
Bipedal Bears:
Health: 9-10 hits: Maximum 60 HP
Animation: Arm Swipe
Attack Speed: ~1.5 seconds/1 Swipe
Damage: 6 damage
Range: Melee, ~Erin Cycle #3 (9-damage attack)
Aim: Begins to attack as soon as target enters Arm Swipe range.
Movement Speed: Slow
Can Be Knocked-Back?: No
Notes: Does not move while attacking. When alone, very easy to take out with a wrench, by attacking and dashing to the other side of the Bipedal Bear, since their attack animation is much longer than Erin's. It's possible to get 5 attacks in before they finish their attack and turn around. For newbies, attack it once or twice before backing off.
General Notes:
Aggro ranges are pretty short. The Bipedal Bear especially will instantly give up and forget about Erin if she walks a bit out of range.
So far, every enemy only has one attack.
Speaking of, only the Ghost and the Abyss Wasps at the start have collision damage, or have attacks with range so short that they might as well be collision damage. The Bipedal Bear, Skull Stick, and Stationary Turret all can be walked through.
I had 'Economy' or 'Potential Energy' as a stat listed, but I removed it since there's too many variables, even right now, particularly because the Wrench's third hit generates 2 energy.
Since the Wrench also does varying damage based on the animation, the Bipedal Bear can generate more or less Energy depending on the attacks used, though this effect is rather minimal.
Aspirant's Run:
Each run goes through 3 rooms, selected out of a set of rooms. I think the rooms are sorted in groups of difficulty, so that one run isn't just three short rooms, each with 2 enemies, and thus the run only has 6 enemies.
Rooms Score: This always comes out as 16 if Erin finishes the run.
Flawless Bonus: This comes out as 8 if Erin takes no damage... Though I'm not sure about this one; there may be more interpretations of 'Flawless'.
Depth Bonus: This always comes out as 7 if Erin finishes the run.
Since it's the 'Pit', once we get more runs or real demon runs, this score probably signifies the depth down into the Pit Erin went. In the training sims, it probably means the depth of the Pit that the sims are replicating, such as the enemies.
Audience Score: It's not explicit, but it seems fighting enemies increases the score and stalling out time lets the score trickle out. I feel like using the gun increase the score more than using the wrench, but again, I'm not sure.
Thus, to get a high score;
-Take no damage
-Kill enemies fast
-Complete rooms fast
-Use the gun (?) This will help to kill things faster too.
The Max Angel Points is currently 400 points, which is kinda sad, though. I would totally farm the training up to number 1 on the board.
...Come to think of it, why isn't everyone just constantly doing the training runs to earn points?
Hm. Mysteries of plot vs. game.
Their last post on Patreon and Discord was February 2024, basically a year ago, where they claim that they will reinvest into the community and keep working on it, but that's dubious for most people.
In my opinion, it's probably just that the dev lost interest; it's not their priority. If they are still working on it, they sure aren't pressed for money or time, that's for sure!
There's plenty of fish in the sea, find something else to play.
Bottom line, don't sub to their Patreon, lol.
Translation:
"Has the author not thought of trying to apply for a Steam listing again? If it becomes available on Steam, I would buy another copy. Right now the Steam platform has already relaxed (the restrictions) a lot, I feel this is an opportunity."
---
Personally, I have no clue if that's true. It's been two years since the attached devlog, so maybe something changed?
Here's that last devlog I found about trying to get this game on Steam:
https://the-end-of-time.itch.io/goodbye-eternity/devlog/453593/fresh-news